Traps

Trap Info

  • Traps are found on the ground and activate when stepped on.
  • Naturally spawning traps only exist in rooms
    • Naturally spawning traps may can be in the corridors of mazes are those are considered rooms
    • Naturally spawning traps may not be inside a wall, or where a wall used to be
    • Karakuroid may create traps in hallways
    • Traps cannot be created inside a shop, even after reading a Bigroom scroll
    • They generally apply a negative effect, but some can be utilized to your advantage.
  • Traps are normally hidden, and are revealed when you step on them or do a direct attack above them.
    • They become visible if you eat Herb of Sight or have Trap Master status.
    • Springs needed to escape rooms without hallways are always visible.
  • There are 11 types of trap per floor, and only those traps will appear
    • The number of traps that appear in Table Mountain, Shrine of the Food God, and Fei's Final Problem will increase the further you are in the dungeon
      • Floor 1-10: 1~3
      • Floor 11-20: 3~5
      • Floor 21-30: 5~7
      • Floor 31-99: 7~9
    • In the Cave behind the Scroll, the number of traps on each floor is 7~9
  • Trap Scroll & Karakuroid may overwrite existing traps
  • Traps are normally invisible, but may be made visible by doing a practice swing on a tile with an invisible trap, or by stepping on it
    • Vision Herb, Karakuroid Meat, and the Trapper Bracer will make traps visible
    • Traps created by a Karakuroid are visible
    • When performing a practice swing on a trap, there is no chance of missing
    • When transformed into a monster, you cannot detect traps
    • Traps cannot be detected when performing a practice swinging around a corner
      • Even with Kamaitachi
    • If you swing at a monster that is standing above a trap, it will not reveal the trap under it's feet
  • If you step on a trap that is invisible, it will be guaranteed to activate
  • If you walk onto a visible trap, there is a 50% chance for it to not activate
    • Using the Activate Trap command will make it trigger
  • Traps may spawn in front of the entrances/exits to a room.
    • If there is only one exit of a room, Spring Traps, Log Traps, and Pitfalls may
    make it difficult to proceed
    • You may use a Pickaxe to avoid these traps
  • Items may not be dropped onto a trap, whether it is visible or invisible
  • When equipped with the Trapper Bracer, Shiren will not activate traps, but monsters will instead
    • Certain monsters will not activate traps, ghost types, Dragon Heads, and Dark Owls will not trigger traps
    • If an enemy with 2 Actions per turn steps onto a trap on their first turn, they will not take a second turn
  • If you step on a throw trap such as an Arrow trap, it will pass through monsters and always hit the character who triggered the trap

Trap List

How to read the trap list

  • EXP: Whether experience is gained when a monster activates this trap
  • Shiren: The effect of the trap when Shiren activates it
  • Monster: The effect of the trap when a Monster activates it
Name EXP Shiren Monster
Stumble Trip and drop up to 5 items (pots can break). Receive 1 damage.
Rust Reduces shield strength by 1. Can be prevented by rust-proof Bracers and plating Defense down to Flame Priests
Instant-death to Face-First Warriors
Slow to TanksLevel up to Midoro
Removal Removes equipped items, including cursed items Seals special attacks
Rotten Any rice balls not inside a pot are turned into Rotten Rice Balls Turns enemy into a Rotten Rice ball
Alarm Lightly sleeping monster and paralyzed monsters are woken up on the floor. Lightly sleeping monster and paralyzed monsters are woken up on the floor.
Summoning Summons up to 4 monsters that appear on this floor around the trap Summon 4 monsters of the same type around the trap
Trap Traps will spawn throughout the floor, the trap underneath you will not change Traps will spawn throughout the floor. There is a chance it will spawn a trap underneath you
Pitfall Deal 7-8 damage (reduced by defense) and move to the next Floor. If there is no floor below, only damage is dealt Instant death
Spring Sent to another location on the floor Sent to another location on the floor
Reinforced Spring Same as above, but activates 100% of the time, and when Shiren is wearing the trapper bracer Monsters will not step on this special trap
Log Knocked back ~10 squares in the opposing direction, deals 5 damage Knocked back ~10 squares in the opposing direction, deals 5 damage
Tiger Cannot move for 5 turns Cannot move for 9 turns
Confuse Become confused for 10 turns Become confused for 10 turns
Delusion Become Delusional for 10 turns Become Delusional permanently
Sleeping Sleep for 5 turns Sleep for 5 turns
Slow Slowed for 10 turns Slowed permanently
Hunger Satiation decreased by 10% Instant Death
Level up to Polygons
Poison Arrow Deals 7\~8 damage & Strength is reduced by 1 Deals 26~30(?) damage
Does nothing to Flame Priests
Instant death to Face-first Warriors
Landmine Explodes, hitting the 8 tiles surrounding it and reducing Shiren's HP by half. If Shiren has 1 HP, he dies Instant Death
Turns Chickens into Meat
Splits a Flame Priest into 2
Landmine Explodes, hitting the 8 tiles surrounding it and reducing Shiren's HP to 1. Even if Shiren steps on it with 1 HP, he will not die Instant Death
Turns Chickens into Meat
Splits a Flame Priest into 2
Rock Deals 5~9 points of fixed damage Deals 5~9 points of fixed damage

Unused Trap list

There are several traps that appear in data but are not used in the game

Name EXP Shiren Monster
Time Bomb Explodes 3~6 turns after being activated Explodes instantly
Bigroom The floor becomes a large room The floor becomes a large room
Rice Ball Shiren is turned into a Rice Ball
Unable to pick up items
Arrow Deals Damage Same as poison arrow